Post by Iron Bonny Shades on Oct 1, 2003 14:05:25 GMT -5
Reposting this old favorite of mine
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Spider Hunter
“Dag nab it, I told ya, you don’t want to go down there”, the diminutive, yet stocky Knotwin said to his significantly larger, yet considerably unluckier companion.
“Shut up and get me out of here,” Talis Snarrled back.
“I wouldn’t do that just yet.”
“What the hell are you saying.”
“I’m saying that you make great bait.”
“Nonsense, you need my help.”
“Son, I’ve been doing this since longer then you’ve been a glint in your father’s eye, and I sure as hell don’t need you for this. Now keep griping and attract the spider so we can all go home.”
If there ever was a creature that has a psychological effect on the psyche. It would be the spider. Totally different then most living creatures, yet surprisingly not supernatural, they bring up a fear that seems to stir from the very soul. Even the small, comparatively harmless spiders found throughout the realms often illicit a hostile response when discovered.
However, this fear can be justified. Some spiders in the realms can grow exceedingly large and up to the size of a man and larger. These huge threats often prey on the more sentient races, whether hunting them down through ambush, entrapping them in their webs, or injecting them with venom that liquefies their internal organs!
They are a creature that is surprisingly common throughout the realms, with the larger species being commonly found in the notorious Spiderhaunt Woods in Shadowdale, the Cloakwood on the Sword Coast, The Spiderhaunt Peaks of Northern Khazari and the Underdark.
With such a dangerous creature on the loose, can it be of no surprise that there are those who have taken up arms against these dangerous predators. These brave heroes have studied the way of the “crawling horror” and have become quite adept at not only slaying these foul monsters, but even cultivating them to use as a resource.
Lvl..BAB...Fort..Ref..Will…..Special
1....+1....+2....+2...+0..... Favored Enemy: Spiders +1
2....+2....+3....+3...+0..... Spider Dodge
3....+3....+3....+3...+1..... Favored Enemy: Spiders +2
4....+4....+4....+4...+1..... Webwise
5....+5....+4....+4...+1..... Resistance against poison, Favored Enemy: Spiders +3
Hit Dice: d10
Requirements
Alignment: Any
Race: Generally only Duragar (Grey Dwarves), Rock and Deep Gnomes are interested in learning this technique of capturing and slaying spiders. It is possible that other races that come in constant contact with the spiders. Note that Drow find the actions of these “heretics” to be an totally deplorable and will generally slay on site when their profession becomes known.
Base Attack Bonus: +5
Skills: 4 ranks of Spot, use rope, and Knowledge (nature)
Feats: Quickness
Special: Must have killed a giant spider on his (or her) own.
Class Skills
The key skills (and the key ability for each skill) are Animal Empathy (cha), Balance (dex), Climb (str), Craft (Spider-Weaver), Handle Animal (cha), Intuitive direction (wis), Knowledge (nature)(int), Listen (wis), Move Silently (dex), Ride: (steeder or similar giant spider) (dex), Spot (wis), Swim (str), Tumble (dex), Use Rope (dex), Venom Milking (dex; see below) and Wilderness Lore (Wis) See Chapter 4 skills in the Player’s Handbook for skill descriptions.
Weapon and Armor Proficiency: Gets Weapon Exotic: Mandible Catcher, on top of previous weapons and armor requirements.
Skill Points at Each Level: 3 + Int modifier.
Favored enemy: Spider +1: The spider hunter is all too familiar with the tricks and traps of the spider and is especially prepared for activities. As a result, the Spider hunter gets an additional +1 to bluff, listen, spot and wilderness Lore checks when using these skills against them. Additionally, they get this +1 to all saving throws verses poison, and a +1 to weapon damage rolls against spiders. This includes ranged weapons, but only against targets within 30 feet (the spider hunter cannot aim beyond accurately beyond this point). This also includes aranea and driders.
Favored enemy: Spider +2: As above, instead the bonus is now +2.
Favored enemy: Spider +3: As above, instead the bonus is now +3.
Webwise: After a period of trial and error, the Spider hunter is wise to the traps of the Spider, often having a sheathed knife ready to go. The spider hunter adds his level when attempting to escape the spiders web. Furthermore, if has prepared an bladed item that can be can be used while restrained (ex. Spring loaded dagger, or slashing weapon already in hand), he can escape within one combat round even if his escape roll and/or strength burst fails.
When this special ability is used against web and similar spells, the Spider hunter adds his (or her) level to any saving throws. Furthermore, he can still cut himself (or herself) out as if it is above.
Resistance against poison: At this level, the Spider Hunter becomes extremely resistant against poison. There is no effect if a successful saving throw verses poison is failed. However, if the Spider Hunter fails his saving throw, he only gets the affects if he would have been a normal character who would have made his successful saving throw. Note they only get one saving throw, like everybody else.
Spider Dodge: The Spider Hunter gets a “sixth sense” when fighting spiders that gives them an uncanny ability to avoid their vicious strikes: +4 dodge bonus against spiders. Note that any time a character loses his positive dexterity bonus to armor class, such as when he’s caught flat-footed, he loses this dodge bonus too.
New Weapon
Mandible Catcher: This weapon is similar in design to a mancatcher. However, its purpose is to grab a hold of a medium to large spider’s mandibles and trap them, making their bite useless. It also has a guard over each pincer, in case the Spider is able to “spit”.
When you use the mandible Catcher, you can make a grapple attack, without provoking an attack of opportunity. You make a melee touch attack with the weapon to ”grab” around the target. If this attack is successful, you can make opposed grapple checks, using the size modifier for the Mandible catcher (+4 for a Large weapon: +2 for Gnomish sized) instead of your own size. If you win the opposed check, you have a hold on he target, but you do not deal any damage. If you lose, you fail to start the grapple (or in the case of a spider, he can still bite).
To maintain the grapple, you do not need to move into our opponent’s space. The Mandible catcher holds you opponent roughly 10 feet away from you (5 feet for Gnomish sized). While you maintain the grapple, you do not have the option to damage or pin your opponent. Your opponent can try to escape, attack with any weapons (not head related), or cast a spell with no somatic components and a casting time of 1 action.
The Mandible Catcher can also be used as a normal weapon, dealing damage as below, but, but not entrapping the opponent.
The Mandible Catcher also has reach. You can strike opponents 10 feet away (5 feet for a Gnomish sized), but you can’t use it against an adjacent foe.
Name…………………………Cost…Damage……..Critical…Range…….Weight…….Size……Type
Mandible Catcher
(Duragar sized)………..12 GP…1d4…………….*2………10 feet…….7 lbs……….L…………..P
Mandible Catcher
(Gnome sized) …………..8 GP…1d4…………….*2……….5 feet…….5 lbs……….L…………..P
New Skill:
Venom Milking (Dex) (trained only – exclusive to the Spider Hunter): This is the trained skill of milking a spider for its venom. A successful roll allows the would be Venom Milker enough venom to use for 1d4 doses (3D4 on a natural 20). Failure means that no venom was obtained. A 1 means that would be Venom Milker has been bitten.
Task…………………………………………………DC…….Notes
Medium-Sized creature………………….20
Small creature………………………………..25
Large creature…………………………………30
Supernatural abilities………………………+5……..Ex. Phase Spider
Outsider…………………………………………..+15…..Ex. Retriever
Successful use of Animal Empathy…-5
Restrained………………………………………..-5
One dose is enough to coat either 6 arrowheads, 8 darts, 12 needles, or one spear or dagger point. Additionally, 2 doses are required to cover a short sword, 3 for a longsword or broadsword, 4 for a bastard sword and 5 for a great sword.
Craft (spider-weaver) Int: This is the fine craft of using spider silk to create goods.
Examples of usage.
50-foot length of spider rope weighs 5 lbs, can hold up to 500 lbs without breaking, and gets a +1 to any rolls. DC 20. Cost: 500 GP.
Spider silk Clothing (adds an additional +2 to move silently checks)
DC 25 Cost: 1000 gp
Otherwise all other rules involving the craft skill apply.
***************************
Spider Hunter
“Dag nab it, I told ya, you don’t want to go down there”, the diminutive, yet stocky Knotwin said to his significantly larger, yet considerably unluckier companion.
“Shut up and get me out of here,” Talis Snarrled back.
“I wouldn’t do that just yet.”
“What the hell are you saying.”
“I’m saying that you make great bait.”
“Nonsense, you need my help.”
“Son, I’ve been doing this since longer then you’ve been a glint in your father’s eye, and I sure as hell don’t need you for this. Now keep griping and attract the spider so we can all go home.”
If there ever was a creature that has a psychological effect on the psyche. It would be the spider. Totally different then most living creatures, yet surprisingly not supernatural, they bring up a fear that seems to stir from the very soul. Even the small, comparatively harmless spiders found throughout the realms often illicit a hostile response when discovered.
However, this fear can be justified. Some spiders in the realms can grow exceedingly large and up to the size of a man and larger. These huge threats often prey on the more sentient races, whether hunting them down through ambush, entrapping them in their webs, or injecting them with venom that liquefies their internal organs!
They are a creature that is surprisingly common throughout the realms, with the larger species being commonly found in the notorious Spiderhaunt Woods in Shadowdale, the Cloakwood on the Sword Coast, The Spiderhaunt Peaks of Northern Khazari and the Underdark.
With such a dangerous creature on the loose, can it be of no surprise that there are those who have taken up arms against these dangerous predators. These brave heroes have studied the way of the “crawling horror” and have become quite adept at not only slaying these foul monsters, but even cultivating them to use as a resource.
Lvl..BAB...Fort..Ref..Will…..Special
1....+1....+2....+2...+0..... Favored Enemy: Spiders +1
2....+2....+3....+3...+0..... Spider Dodge
3....+3....+3....+3...+1..... Favored Enemy: Spiders +2
4....+4....+4....+4...+1..... Webwise
5....+5....+4....+4...+1..... Resistance against poison, Favored Enemy: Spiders +3
Hit Dice: d10
Requirements
Alignment: Any
Race: Generally only Duragar (Grey Dwarves), Rock and Deep Gnomes are interested in learning this technique of capturing and slaying spiders. It is possible that other races that come in constant contact with the spiders. Note that Drow find the actions of these “heretics” to be an totally deplorable and will generally slay on site when their profession becomes known.
Base Attack Bonus: +5
Skills: 4 ranks of Spot, use rope, and Knowledge (nature)
Feats: Quickness
Special: Must have killed a giant spider on his (or her) own.
Class Skills
The key skills (and the key ability for each skill) are Animal Empathy (cha), Balance (dex), Climb (str), Craft (Spider-Weaver), Handle Animal (cha), Intuitive direction (wis), Knowledge (nature)(int), Listen (wis), Move Silently (dex), Ride: (steeder or similar giant spider) (dex), Spot (wis), Swim (str), Tumble (dex), Use Rope (dex), Venom Milking (dex; see below) and Wilderness Lore (Wis) See Chapter 4 skills in the Player’s Handbook for skill descriptions.
Weapon and Armor Proficiency: Gets Weapon Exotic: Mandible Catcher, on top of previous weapons and armor requirements.
Skill Points at Each Level: 3 + Int modifier.
Favored enemy: Spider +1: The spider hunter is all too familiar with the tricks and traps of the spider and is especially prepared for activities. As a result, the Spider hunter gets an additional +1 to bluff, listen, spot and wilderness Lore checks when using these skills against them. Additionally, they get this +1 to all saving throws verses poison, and a +1 to weapon damage rolls against spiders. This includes ranged weapons, but only against targets within 30 feet (the spider hunter cannot aim beyond accurately beyond this point). This also includes aranea and driders.
Favored enemy: Spider +2: As above, instead the bonus is now +2.
Favored enemy: Spider +3: As above, instead the bonus is now +3.
Webwise: After a period of trial and error, the Spider hunter is wise to the traps of the Spider, often having a sheathed knife ready to go. The spider hunter adds his level when attempting to escape the spiders web. Furthermore, if has prepared an bladed item that can be can be used while restrained (ex. Spring loaded dagger, or slashing weapon already in hand), he can escape within one combat round even if his escape roll and/or strength burst fails.
When this special ability is used against web and similar spells, the Spider hunter adds his (or her) level to any saving throws. Furthermore, he can still cut himself (or herself) out as if it is above.
Resistance against poison: At this level, the Spider Hunter becomes extremely resistant against poison. There is no effect if a successful saving throw verses poison is failed. However, if the Spider Hunter fails his saving throw, he only gets the affects if he would have been a normal character who would have made his successful saving throw. Note they only get one saving throw, like everybody else.
Spider Dodge: The Spider Hunter gets a “sixth sense” when fighting spiders that gives them an uncanny ability to avoid their vicious strikes: +4 dodge bonus against spiders. Note that any time a character loses his positive dexterity bonus to armor class, such as when he’s caught flat-footed, he loses this dodge bonus too.
New Weapon
Mandible Catcher: This weapon is similar in design to a mancatcher. However, its purpose is to grab a hold of a medium to large spider’s mandibles and trap them, making their bite useless. It also has a guard over each pincer, in case the Spider is able to “spit”.
When you use the mandible Catcher, you can make a grapple attack, without provoking an attack of opportunity. You make a melee touch attack with the weapon to ”grab” around the target. If this attack is successful, you can make opposed grapple checks, using the size modifier for the Mandible catcher (+4 for a Large weapon: +2 for Gnomish sized) instead of your own size. If you win the opposed check, you have a hold on he target, but you do not deal any damage. If you lose, you fail to start the grapple (or in the case of a spider, he can still bite).
To maintain the grapple, you do not need to move into our opponent’s space. The Mandible catcher holds you opponent roughly 10 feet away from you (5 feet for Gnomish sized). While you maintain the grapple, you do not have the option to damage or pin your opponent. Your opponent can try to escape, attack with any weapons (not head related), or cast a spell with no somatic components and a casting time of 1 action.
The Mandible Catcher can also be used as a normal weapon, dealing damage as below, but, but not entrapping the opponent.
The Mandible Catcher also has reach. You can strike opponents 10 feet away (5 feet for a Gnomish sized), but you can’t use it against an adjacent foe.
Name…………………………Cost…Damage……..Critical…Range…….Weight…….Size……Type
Mandible Catcher
(Duragar sized)………..12 GP…1d4…………….*2………10 feet…….7 lbs……….L…………..P
Mandible Catcher
(Gnome sized) …………..8 GP…1d4…………….*2……….5 feet…….5 lbs……….L…………..P
New Skill:
Venom Milking (Dex) (trained only – exclusive to the Spider Hunter): This is the trained skill of milking a spider for its venom. A successful roll allows the would be Venom Milker enough venom to use for 1d4 doses (3D4 on a natural 20). Failure means that no venom was obtained. A 1 means that would be Venom Milker has been bitten.
Task…………………………………………………DC…….Notes
Medium-Sized creature………………….20
Small creature………………………………..25
Large creature…………………………………30
Supernatural abilities………………………+5……..Ex. Phase Spider
Outsider…………………………………………..+15…..Ex. Retriever
Successful use of Animal Empathy…-5
Restrained………………………………………..-5
One dose is enough to coat either 6 arrowheads, 8 darts, 12 needles, or one spear or dagger point. Additionally, 2 doses are required to cover a short sword, 3 for a longsword or broadsword, 4 for a bastard sword and 5 for a great sword.
Craft (spider-weaver) Int: This is the fine craft of using spider silk to create goods.
Examples of usage.
50-foot length of spider rope weighs 5 lbs, can hold up to 500 lbs without breaking, and gets a +1 to any rolls. DC 20. Cost: 500 GP.
Spider silk Clothing (adds an additional +2 to move silently checks)
DC 25 Cost: 1000 gp
Otherwise all other rules involving the craft skill apply.